Re: 1v1: Promontory Summit [10.3.14] BETA

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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby cairnswk on Mon Dec 31, 2012 4:57 am

OK guys, i'm presently redoing this in PS5. so i will attend to those issues as soon as i have the same version reposted tomorrow. :)
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby cairnswk on Mon Dec 31, 2012 7:33 pm

Jippd wrote:I agree with seamus's thoughts...the text appears a bit blurry to me on this map. Anyone else? Or am I getting old

Jippd, are you talking about all text, or specific ones...if so please specify where you're having trouble :)
Or again, like me, you're simply getting old or NY Eve celebrations have clouded your vision :lol: :lol:
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Re: 1v1:Race to Promontory Summit [31.12.12] V7-P7 Gameplay

Postby cairnswk on Mon Dec 31, 2012 8:45 pm

Oneyed wrote:the Happiness in this version have a less importance. what about to do them more important? I can see any (not complex) possibilities:
1, could they be "added" to Saboteurs only (as have Nexcastle or Freemont) - their importance will be that they give +2 auto, so player can easier secure (or reconquer) Saboteurs after bombarding. maybe in this version Saboteurs would not give +1 autodeploy, so player will realy need happiness?


if we have this, i'd like to have 2 attached to the bombardment, and 2 attached to non-bombardment towns.


2, make them a "must", so player could continue only if he holds station and its happiness.

OK, i could go with that for the attached to bombardment towns.

3, or combination - some could be added to Saboteurs and some to "normal" stations, but here they will be a "must".
maybe a "must" would be only before any easier part of railroad (several n2 in row as you have already in)...

half and half is good, but these have to fit in with scenes that i can find historically and therefore i don't know about your must.

the font is blurry for me too.

please specify where :)

and the railroad is hard visible or it a little blend between frames of western and eastern part.

yeh, graphics issue...let's do gameplay for now eh?
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 1:41 pm

Version 8....now entirely in PS5

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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby isaiah40 on Tue Jan 01, 2013 2:23 pm

Happiness not Happines O:)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Tue Jan 01, 2013 2:26 pm

What's the difference between this PS5(no clue what that is) and the old version? From what I can tell the older version looked much smoother and I think I preferred it tbh.
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby nicarus on Tue Jan 01, 2013 2:39 pm

do the happiness auto deploys drop on the happiness territories when you take them or your starting point?
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 3:59 pm

isaiah40 wrote:Happiness not Happines O:)

Fixed, thanks Isaiah40 :)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 4:06 pm

Funkyterrance wrote:What's the difference between this PS5(no clue what that is) and the old version? From what I can tell the older version looked much smoother and I think I preferred it tbh.

The difference is this:
PS (photoshop) is an industrry standard that lots of professionals use. It has various functions that are better than other packages and indeed many maps on CC are made with the software.
The older image is done in Fireworks which is more of a internet creation package and doesn't have some of the fancy functions that PS has.
This will be my first full map in PS.
With PS, i now have some knowledge of 4 packages...PS, Fireworks, Illustrator and Cordeldraw
Adding to skill-set FT :)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 4:08 pm

nicarus wrote:do the happiness auto deploys drop on the happiness territories when you take them or your starting point?

nicarus...they autodeploy on the happiness territories....that is what autodeploy means -> on the same territory :)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Tue Jan 01, 2013 4:57 pm

cairnswk wrote:The difference is this:
PS (photoshop) is an industrry standard that lots of professionals use. It has various functions that are better than other packages and indeed many maps on CC are made with the software.
The older image is done in Fireworks which is more of a internet creation package and doesn't have some of the fancy functions that PS has.
This will be my first full map in PS.
With PS, i now have some knowledge of 4 packages...PS, Fireworks, Illustrator and Cordeldraw
Adding to skill-set FT :)


Thanks for the explanation, cairns. :)
I was looking back over the map and I think I discovered what I noticed had changed. It was basically an error of inattention on my part in that I was remembering one side of the map vs. the other side, not two different versions. For me, the Omaha side is much easier on the eyes(smooth) while the Sacramento side is much rougher in appearance due to the increased number of mountainous regions. I'm not sure if this is anything that you would even consider but the smoothness of the Omaha half is just a lot more serene imho and fits the theme better(simpler times).
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 5:12 pm

Funkyterrance wrote:...
I was looking back over the map and I think I discovered what I noticed had changed. It was basically an error of inattention on my part in that I was remembering one side of the map vs. the other side, not two different versions. For me, the Omaha side is much easier on the eyes(smooth) while the Sacramento side is much rougher in appearance due to the increased number of mountainous regions. I'm not sure if this is anything that you would even consider but the smoothness of the Omaha half is just a lot more serene imho and fits the theme better(simpler times).


NPs FT.
Yes, and indeed from my readings, the Sacremento side had far more challenges to overcome than did the Omaha side.
On the map, this could be caused by layout, and i will seek to improve that as we go along.
But in fact, there are:
1. 4 bombordment areas on each side,
2. 4 happiness factors - 2 of which are attached to bombardment areas
3. same number of terrs to conquer
4. and same number of neutrals to conquer
the difference is that all these for each side occur at different stages, and i really think people will concentrate on either achieving the race (in the hope that their opponent will do the same), or strategising and doing bombarding to hold up their opponent; the later will require back-forting troops to their start point in order to bombard.
Given that some hope also lies in who goes first, it's a toss up for each player that they're going to get either one or the other and will have to develop strategies accordingly.
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Tue Jan 01, 2013 10:32 pm

cairnswk wrote:Yes, and indeed from my readings, the Sacremento side had far more challenges to overcome than did the Omaha side.
On the map, this could be caused by layout, and i will seek to improve that as we go along.
But in fact, there are:
1. 4 bombordment areas on each side,
2. 4 happiness factors - 2 of which are attached to bombardment areas
3. same number of terrs to conquer
4. and same number of neutrals to conquer
the difference is that all these for each side occur at different stages, and i really think people will concentrate on either achieving the race (in the hope that their opponent will do the same), or strategising and doing bombarding to hold up their opponent; the later will require back-forting troops to their start point in order to bombard.
Given that some hope also lies in who goes first, it's a toss up for each player that they're going to get either one or the other and will have to develop strategies accordingly.


Oh yeah, from a gameplay standpoint I don't have any problems whatever, I'm not very knowledgeable in that area tbh. I just meant aesthetically speaking, if the mountains could be "smoothed out" for lack of a better term, on the Sacramento side, the map in it's entirety would be more consistent. Does that make sense?
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby cairnswk on Tue Jan 01, 2013 10:46 pm

Funkyterrance wrote:...
Oh yeah, from a gameplay standpoint I don't have any problems whatever, I'm not very knowledgeable in that area tbh. I just meant aesthetically speaking, if the mountains could be "smoothed out" for lack of a better term, on the Sacramento side, the map in it's entirety would be more consistent. Does that make sense?

Yes it does make sense, but why do you want to extract the terrain background...this is the Sierra Nevada leading into the Rocky Mntns across the Columbia Plateau...IMHO give the map character. ;)
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Re: 1v1:Race to Promontory Summit [2.1.13] V8-P8 Gameplay

Postby Funkyterrance on Tue Jan 01, 2013 11:22 pm

cairnswk wrote:
Funkyterrance wrote:...
Oh yeah, from a gameplay standpoint I don't have any problems whatever, I'm not very knowledgeable in that area tbh. I just meant aesthetically speaking, if the mountains could be "smoothed out" for lack of a better term, on the Sacramento side, the map in it's entirety would be more consistent. Does that make sense?

Yes it does make sense, but why do you want to extract the terrain background...this is the Sierra Nevada leading into the Rocky Mntns across the Columbia Plateau...IMHO give the map character. ;)


Ok, my main concern was that you just understood what I was trying to say lol. It's your map and I understand that if you like it better with the mountains so "hard" looking then I have to suck it up. O:)
I did notice that there are mountainous areas in the Omaha side, they are just more muted. I suppose my suggestion was to try and have both sides looking this "soft" way and see how it looked?
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